Comments (5)
The problem partly comes down to this: meshes currently need references to the thing that stores their data, and accessors and buffers need to know where they're used to support deletes and some edits. This is compounded by indexed-based references, but would probably still be a problem with an ID-based scheme.
It may be better to represent the asset's resources as a graph. Allows bi-directional connectivity, and should make it (much) easier to iterate over connections to a resource.
Still unsure which part of the abstraction should own binary data after it's unpacked.
from gltf-transform.
This becomes ... so much easier if every Accessor is a self-contained TypedArray.
Certain transforms (split
, interleave
, draco
) couldn't be applied in that form, and would have to be applied at the write stage. That's manageable though, e.g. with a modifiers stack stored on the container until it's written.
EDIT: Still need to track (possibly shared) references to Accessors though.
from gltf-transform.
API ideas:
// Asset, Scene, Node, Mesh, Material, Image, Animation
// Material --> [ TextureInfo, Texture, Sampler ] --> Image
// Mesh --> Primitive --> [ Accessor ] --> ?
// Animation --> [ Accessor ] -->
// Later: Skin, Camera, Light
container
.meshes()
.find((mesh) => mesh.name === 'Cog')
.primitives()
.forEach((primitive) => addAttribute(primitive));
^allow write stage modifiers to exist on other levels than the container? e.g. maybe we don't want Draco applying to everything? That seems like an over-optimization right now.
from gltf-transform.
Might be a good goal, before (any? many?) subpackages are written, to be able to roundtrip all the sample models. Maybe in-out
isn't idempotent, but in-out-(in-out)
should be. And rendering with validation afterward would be nice.
from gltf-transform.
.listNodes()
.listMeshes()
...
.pack()
- pack-split
- pack-draco
- pack-interleaved
.transform()
toFoo(container)
- to-html
- to-image
- to-stats
- to-graph
- to-console/string/tree
from gltf-transform.
Related Issues (20)
- Improving vertex counts
- Simplification removes all vertices HOT 1
- Simplification with `ratio: 0 error: 1` does not simplify enough HOT 1
- weld breaks loose edges HOT 2
- simplify: attribute weighted simplification HOT 5
- Set maximum size exceeded HOT 1
- Can't compress a model with draco HOT 6
- Draco compression increases vertex count HOT 4
- ktx resize not work as intended HOT 1
- Expose simplifyRatio to the optimize CLI HOT 2
- How to add prefix to baseColor_xx.jpg?
- Invalid bounding box calculation when one of the meshes lacks a POSITION attribute. HOT 3
- An option to keep separate buffer views when doing `meshopt` HOT 7
- Unexpected handling of `generator` during `merge` HOT 3
- Race condition in toKtx.ts HOT 3
- Merging documents with extensions HOT 7
- Cache cleanup HOT 2
- Draco compression may produce an UNSIGNED_SHORT index buffer with vertex count > 65535 HOT 3
- Change default compression with 'optimize' CLI to Meshopt
- `partition` command is slow for large models HOT 6
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from gltf-transform.